Apportionment of pay out of casino game with escrow

ABSTRACT

A gaming apparatus which, for each of a plurality of plays of a primary game: randomly generates one of a plurality of different primary game outcomes, displays the generated primary game outcome, and displays any award associated with the displayed primary game outcome. If a bonus triggering event occurs, the gaming apparatus: determines a first part of a constant value, causes the determined first part of the constant value to be provided to a first player, determines a second part of the constant value, wherein the determined first part of the constant value and the determined second part of the constant value form the constant value, and causes the determined second part of the constant value to fund a designated award.

PRIORITY CLAIM

This application is a divisional of, claims priority to and the benefitof U.S. patent application Ser. No. 12/496,111, filed on Jul. 1, 2009,which is a continuation of, claims priority to and the benefit of U.S.patent application Ser. No. 11/775,496, filed on Jul. 10, 2007, now U.S.Pat. No. 7,556,267, which is a divisional of, claims priority to and thebenefit of U.S. patent application Ser. No. 10/775,504, filed on Feb.10, 2004, now U.S. Pat. No. 7,360,764, which is a continuation of,claims priority to and the benefit of U.S. patent application Ser. No.10/410,002, filed on Apr. 9, 2003, now U.S. Pat. No. 6,692,005, which isa continuation of, claims priority to and the benefit of U.S. patentapplication Ser. No. 10/199,224, filed on Jul. 19, 2002, now U.S. Pat.No. 6,554,283, which is a continuation of, claims priority to and thebenefit of U.S. patent application Ser. No. 09/952,721, filed on Sep.13, 2001, now U.S. Pat. No. 6,435,511, which is a continuation of,claims priority to and the benefit of U.S. patent application Ser. No.09/393,000, filed on Sep. 9, 1999, now U.S. Pat. No. 6,390,473, theentire contents of which are each incorporated by reference herein.

FIELD OF THE INVENTION

The present invention relates to casino games and, in particular, tocasino games utilizing a player's knowledge as part of the game playwherein the house advantage is secured against a player with perfectknowledge.

BACKGROUND OF THE INVENTION

U.S. Pat. No. 5,718,429 discloses a method of combining a casino gamewith a game of skill wherein a win in the casino game allows entry to agame of skill with an award of cash. The method separates the gamblingaspect from the cash or prize that is only awarded for skill.

U.S. Pat. No. 5,393,057 discloses a primary gaming device preferablypoker but other primary gaming devices can be used, e.g. a reel-typeslot machine gaming apparatus coupled to a bingo gaming apparatus.Alternatively, the primary gaming device could be a dice game or atrivia quiz game.

U.S. Pat. No. 4,582,324 discloses a video lottery game wherein playerinput provides the illusion of skilled play while random machineoperation determines the winning of a prize award.

U.S. Pat. No. 4,604,065 describes a detector pen that discriminatesbetween areas on a printed substrate such as paper by detecting magneticenergy, infrared energy, or electrical energy of different parts of aprinted surface. The detector pen may be used on games such as quizgames in order to identify the selection of a correct answer.

STATEMENT OF THE PROBLEM

Many casino games incorporate an element of skill, either in betting orplaying. For example, several Craps wagers have a house advantage ofabout 1%, whereas others have a house edge in excess of 10%. It is clearthat the player will last longer, over time, by choosing wagers wisely.Similarly, in blackjack, a skillful participant who plays wellstrategically will fare better than a more haphazard player who choosesto hit and stand with little regard for the prevailing conditions.

Although casino games utilizing skill are popular, a “skillful” playerwill not necessarily realize short-run success. Consider blackjack forexample, in which the correct play is often met with results counter tothat desired. With a hand of player 15 verses dealer's 8, the properplay is to hit, but should the player receive a ten, the player willhave busted (lost) despite the correct strategic play. Conversely,incorrect plays may often be rewarded. For the same hand, if the playerstands, this is a poor decision. Yet, should the dealer turn over a 7(for a total of 15) and hit with a ten, the house will have busted. Theplayer will have won despite the incorrect strategic play.

Understandably, casinos would resist any game wherein a skilled orknowledgeable player could defeat the house advantage. The public hasshown a fascination with the testing of a player's knowledge of trivia,facts, surveys, pricing, and so forth. A need exists to incorporate thispopular pastime into casino gaming.

The risk is that a knowledgeable player will be able to turn the tablesand realize an advantage over the house. Essentially, a knowledge-basedgame constructed in the classical sense is prone to those “in the know.”For example, consider a game in which the player wagers 5 coins and ispresented with a true/false question. Should the player answercorrectly, the reward is 9 coins (a win of 4 coins); should the playeranswer incorrectly, there is no reward (a loss of 5 coins).Statistically in this game, a player with no knowledge could guesscorrectly about half the time, leading to a house advantage of 10%.However, a player with perfect knowledge will (by definition) get everyanswer right and will have a surprising 80% advantage over the house;this is clearly unacceptable to the viability of the game in a casinoenvironment.

A provisional entitled, Knowledge Based Casino Game and MethodTherefore, U.S. Ser. No. 06/099,959, filed Sep. 11, 1998 disclosed amethod for incorporating knowledge into casino games. Therein, themethod taught used a knowledge-based approach to provide new casinogames, and kept the associated expected return (from the knowledge-basedportion) sufficiently small so that even a player with perfect knowledgewould not be able to gain an advantage (or alternatively, only a minimalwin). That application disclosed an algorithm for analyzing the twotypes of players that represent the extremes of a range: a player withperfect knowledge and a player with no knowledge. All, actual players,would fall somewhere at or between those boundaries. Thus, if themathematical analysis of the game considers those extremes, the“average” house advantage would fall somewhere in the middle of therange.

It would be an advantage and commercially viable to develop aknowledge-based casino game in which the house advantage is fixed, ornarrowly limited, hence not subject to a range of possibilitiesdepending on a player's knowledge.

It would be a further advantage to have an escrow, or progressive,feature associated with the knowledge-based casino game. The escrowaward could grow and be awarded to the player who ultimately correctlyanswers one or more knowledge-based questions.

SOLUTION TO THE PROBLEM

The solution as presented herein comprises a knowledge-based game withan escrow. The escrow or progressive value is seeded and incremented insuch a fashion that the overall house advantage may be constantregardless of a player's knowledge, whether perfect, zero, or anythingin between.

It is an advantage that the knowledge-based casino game disclosed hereinhas a fixed or narrowly limited house advantage, hence is not subject toa range of possibilities depending on a players knowledge.

It is a further advantage that the knowledge-based casino game disclosedherein has an escrow or progressive feature associated with it.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flow diagram of a method of house apportionment disclosedfor a knowledge-based bonus game.

FIG. 2 is a flow diagram of a method of house apportionment disclosedfor a casino game of the present invention.

FIG. 3 is a flow diagram of a method of house apportionment of a valuedisclosed for a knowledge-based game of the present invention.

DETAILED DESCRIPTION

As skill may be interpreted as a form of knowledge, the followingdefinitions are used:

“Skill” refers to a decision (in betting, playing, or both) such thatlong term performance is maximized. On an individual-trial basis,however, adopting “skillful” play may or may not yield a desired result,as an element of randomness remains. As an example consider, thediscussion of playing a hand of blackjack already described.

“Knowledge” refers to a decision that, on an individual-trial basis,yields necessarily a desired result. An example is the decision of howto respond to the question, “Which United States state is thegeographically smallest?” Clearly, a correct answer has no associateduncertainty.

The approach applied herein is especially suitable for games wherein theplayer has a high level of knowledge or skill. As will be explained, theconcept includes apportionment of the pay out, or value, of the bonus,jackpot, progressive or otherwise including the underlying game via aremainder funded escrow or some variant thereof. That is to say that,the preferred embodiment is a bonus game with apportionment to fix thehouse advantage, or essentially so, but any game including theunderlying game can have an apportioned pay out to protect againstskillful or knowledgeable play.

Consider a bonus game testing player's knowledge. The knowledge-basedbonus game could be atop an underlying conventional slot machine. Theslot machine can be a standard stepper-reel or video-reel which includesa bonus feature. The overall game is the underlying game of chance plusthe bonus game. The knowledge-based bonus game could be achieved uponreaching a win or other random event during primary play of theunderlying slot machine.

Without loss of generality, assume that with X units wagered, the playeris eligible for the knowledge-based bonus game with frequency f. Theexpected return is R units for the game without the bonus, and duringthe bonus participation, on average, garners a bonus value of B units.The formula for calculating the house advantage may be written as:House Advantage=−[R+fB−X]/X  FORMULA 1

For example, consider a slot machine in which the player (with max bet,X, of 3 coins-in) is eligible for a knowledge-based bonus game withfrequency of 0.01 (1 in every 100 spins). Furthermore, the expectedreturn R, on the conventional underlying game of chance without thebonus, is 2 units or (66.7%). Assume a desired house advantage of 8%.Solving Formula 1I, the desired B=76 units.

It is important to note that the value of B represents an average awardof 76 units. Each individual visit to the bonus round may award theplayer with more, or less, than 76 units so long as on average, 76 unitsare paid.

To allow play by a player with perfect knowledge while maintaining ahouse advantage, one form of this invention occurs as the machinedistributes B. For example, when an incorrect answer to aknowledge-based game is given, the player receives just a portion of B,the remainder of B being deposited to a player's escrow account. At suchtime as any player triggers the escrow (in a manner to be described),the current value of the players' escrow account is awarded. Forexample, in one embodiment, a correct answer triggers the escrow; thecorrectly answering player receives B plus the current value of theescrow. As used herein players' escrow is an accumulating, orprogressive, fund available for future players.

In this example, although an individual player may or may not receivethe entire value of B, a portion of B has been awarded upon each visitto the bonus round; the remainder of which has been “awarded” to escrow.From the casino or house operator's point of view, a constant houseadvantage is thus ensured.

The casino, house or operator, in fact, does not care if the current ora future player (via escrow) receives the escrowed portion of B. What isimportant to the casino, house or operator is that all of B has beenpaid (either immediately or to escrow), and in this sense is no longeron the machine's “books.” More importantly, the player with perfectknowledge can, at best, instantaneously win just the awarded portion ofB, since the escrow represents prior “awards” from the operator's pointof view.

For example, consider a game with the parameters as described already,and with a knowledge-based bonus game that functions in the followingmanner. A touch screen is employed and the player is presented with aquestion and three possible answers. If the player answers correctly, 76units plus the current value of the escrow are awarded. If the playeranswers or guesses incorrectly, a portion, 50 units, is awarded and theremainder, 26 units, is added to escrow. In this way, the value B forthe knowledge-based bonus game is preset at 76 units, whether or not theplayer answered the question correctly Thus, a method has been disclosedfor maintaining the house advantage constant, regardless of the player'sknowledge level. The game has the appealing feature that should a playerfail to answer correctly, the escrow value grows, prompting the playerto continue in an effort to revisit the bonus and “unlock” theaccumulated award.

Note that the player need not be prompted with possible responses. Akeyboard or voice recognition mechanism can be employed to inputanswers. For example, the query “What is the present population of LasVegas?” might be given. The closer a player guessed at the correctanswer, the greater the fraction of B that would be awarded. Anyremaining units would be credited to the escrow meter. Furthermore,stipulations such as “player cannot be higher than the answer” or“player cannot be lower than the answer” can be put in place as an addedtwist to the game.

Also, a series of questions could be utilized to challenge individualswith superior knowledge. Thus, a player answering correctly may berewarded and queried with another question, and so forth, until missinga question. Alternatively, a quiz comprising, e.g. seven questions mightbe given and the player rewarded a portion of B based on the percent ofcorrect answers of the total answers. The remainder of B would becredited to the escrow meter. Should a player answer all seven questionscorrectly, the player would win the collected escrow award in additionto the value of B.

In addition, a time limit may be placed on the player. This time limitmay be such that after time expires, the player is awarded as if he hadanswered incorrectly. Alternatively, a timer may be employed such that aplayer who answers correctly quickly is awarded a larger prize than aplayer who answers correctly albeit more slowly. Too, a timer may beemployed such that any quick answer (whether correct or incorrect)receives a larger award than the corresponding (correct or incorrect)slow answer. The awarding step includes the step of basing the amount ofthe award on the length of time taken to complete the knowledge-basedgame. The awarding step includes the step of yielding generally higherawards for a shorter length of time, and lesser awards for a longerlength of time.

Also, clues may be given to help the player determine the correctanswer. These clues may be given as a function of time (e.g., every 5seconds, another clue is revealed). Alternatively, the clues may be“bought” by the player, either literally or in the form of reducedawards. For example, consider the query “Which state in the UnitedStates has the largest area?” Assume a bonus value B of 50 coins. Shouldthe player want to buy a hint, it may cost an additional wager of 10coins. Hence, the puzzled player may literally buy a hint for 10 coins.Hints such as “The state begins with the letter ‘A’” or “The state isnot part of the continental U.S.” may be given to help the playerdetermine the correct answer, albeit at a lesser net than if the playerhad correctly determined the answer without buying any hints. Theawarding step includes the step of yielding generally higher awards fora lesser number of clues, and yielding generally lesser awards for agreater number of clues. The step of awarding further includes the stepof a player buying a clue.

Questions may also be utilized which may have several correct answers(e.g., survey questions), or may have answers that can be scaled toresponses (e.g., how “close” the player guessed at the actual answer).Furthermore, puzzles, etc. can also be provided in which logic and/orknowledge results in a known method of solution with no uncertainty.

Whether used as a bonus or as a part of a game, the means of initiatingthe bonus or entering the part of the game is immaterial to thisinvention. What is material is that during a bonus game, as explained,the algorithm described (or something similar) is used to ensure eithera constant house advantage or essentially so. The exact nature of thebonus game could be one of many possibilities, some of which have beendescribed.

It is important to note that while the teachings of this invention aresuitable for knowledge-based gaming, the invention can be applied tonon-knowledge-based gaming as well. For example, the player may, uponvisiting a bonus game of value B, roll two dice. If the total is 12, theplayer wins the value of B plus the escrow award. If the player rolls 7through 11 inclusive, he wins ¾ of B, the remainder going to escrow. Ifthe player rolls less than 7, he wins ½ of B, the remainder going toescrow. In this fashion, the current invention can be applied to a gamewith no skill or knowledge. In this case, the advantage is that a playerwho did not unlock the escrow is encouraged to continue to play.Similarly, the game may be applied to a game of skill, but notknowledge.

We note that the house advantage is constant when the escrow begins anewat zero immediately after being won. However, the house may wish to“re-seed” the escrow at a non-zero value to encourage additional playimmediately after an escrow amount has been won. Below we discuss twomethods by which a non-zero reset may be accomplished.

A first method of accomplishing a non-zero reset is for the house simplyto provide that reset value for a new escrow after an escrow is won. Inso doing, the house foregoes a constant house advantage, since theactual house advantage will be a function of how often the escrow iswon. However, the house will encourage additional play since the escrownever resets to zero.

A second, preferred, method is for the house to further set aside aportion of each escrow contribution to a reserve. In this case, theplayers' escrow account is further divided into a current escrow and areserve escrow. Each contribution is apportioned to either the currentor reserve escrow. When the current escrow fund is won, the value of thereserve escrow becomes the new reset value of the current escrow. Theadvantage herein is that additional play is encouraged, even immediatelyafter an escrow has been won, while maintaining a constant houseadvantage. The method may have the step of adding to the at least oneescrow account includes the steps of dividing into a current escrowaccount and a reserve escrow account. The method could also have thestep of dividing includes putting a bigger share into the current escrowaccount and a smaller share into the reserve escrow account.

For example, consider a bonus game of average value B equal to 100. Aplayer not winning the bonus round is awarded an average of 40, theremaining 60 being distributed in the following manner: 40 to thecurrent escrow, and 20 to the reserve escrow. As before, a playerwinning the bonus round is awarded 100 plus the current escrow. If, onaverage, it requires 5 visits (4 unsuccessful plus 1 successful) to thebonus round to unlock the current escrow, then the average reset valuewill be 80 coins, and the average value of the current escrow, whensuccessfully won, will be 240 coins.

Note that while this example contributes to the reserve escrow only whena player is unsuccessful in winning the current escrow, this need not bethe case. Indeed, a contribution to the reserve escrow may be made uponeach visit to the bonus round, or based upon some other criteria, suchas randomly, upon every successful visit to the bonus round, upon everyother visit to the bonus round, and so forth. Too, the portioncontributed to the reserve escrow need not be fixed. To summarize, theexact nature by which the reserve escrow is funded is not material tothis invention. What is material is that there is a reserve escrowsuitable for re-seeding the current escrow after being won.

While the foregoing has been discussed in terms of a bonus game, theteachings herein are equally applicable to a standalone configuration.Consider a game in which X=10 units must be wagered. The award for thegame is randomly selected from the following weighted pay table:

Probability Potential Award 0.1 5 0.2 8 0.6 10 0.1 15

The average potential award is thus 0.1×5+0.2×8+0.6×10+0.1×15=9.6units=B. A player is given a question and two possible responses. Shouldthe player answer correctly, he is awarded the potential award plus anyescrow. Should the player answer incorrectly, he is awarded nothing, thepotential award being added to escrow.

It is clear, based on the discussion above, that the house, in effect,is paying an amount equal to B on every play. If the player is correct,the house is paying the player directly (plus any escrow). If the playeris incorrect, the house is paying the player indirectly through escrow.Hence, the house advantage for this game (using formula 1 with R=0 andf=1) is simply:(X−B)/X=4%

It should be clear that the teaching above of current and reserveescrows is equally applicable in the case of a standalone game. Notethat the foregoing example is illustrative only and not meant to limitthe teachings of the invention. The use of questions and answers is alsoillustrative, and any suitable game could be employed.

The following represents an illustrative example under the teachings ofthe present invention of implementing a knowledge-based game as bonusgame atop underlying games of chance. Although a preferred embodiment,this in no way should be interpreted to limit the scope of theinvention. Instead, it is meant to indicate possibilities under theteachings of this invention.

EXAMPLE FAMILY FEUD Game Show

Consider a slot machine with a knowledge-based bonus game in which,periodically, the player gets to participate in FAMILY FEUD. As in thegame show, a question given to 100 people will be presented to theplayer. Seven possible answers will be shown to the player, comprisingin random order the top five actual answers and two bogus answers.

The object of the game is for the player to choose the five correctanswers while avoiding the two incorrect answers. Upon beginning, andduring each subsequent turn after a correct guess, the player selects ananswer believed to be one of a top five or most popular actual answer.If chosen correctly, then the number of people (between 1 and 100) thatgave the player's response is credited or awarded to the player, andanother guess is allowed. If guessed incorrectly, then theknowledge-based bonus game ends, with any unclaimed credits (i.e., thesum of the actual answers not chosen) deposited to the progressive orescrow account.

E.g., the query “Name something everyone complains about” might beaccompanied by these responses:

A) Politicians (26)

B) Taxes (35)

C) Spouse (Bogus)

D) Lawyers (11)

E) Work (21)

F) Health (Bogus)

G) Traffic (7)

The actual survey results of 100 people show in parentheses. For theexample given, they total 100 but could be slightly less. The actualsurvey results would be invisible to the player as the answers aresought. For exemplary purposes, assume the escrow progressive ispresently at 300 coins.

If the player selects (D), he is awarded 11 coins and another guess. Thechoice (D) is no longer displayed, or otherwise denoted as alreadyhaving been guessed. Thereafter, if the player selects (B), he isawarded 35 more coins and another guess. Again, choice (B) is no longerdisplayed. Thereafter, if the player picks (C), the knowledge-basedbonus game is over since this is a bogus answer. The player receives atotal of 35+11=46 coins. The remaining 26+21+7=54 coins are added to theescrow, for a new progressive total of 354 coins.

Upon a player (the same one or another at that machine) again enteringthe bonus round, the escrow would show the new total of 354 coins. Thegame continues this way until a player correctly guesses the five actualanswers while avoiding the two bogus answers. Doing so awards the playernot only the values for the actual answers, but also the current valueof the escrow. Thereafter, the escrow resets to zero coins, or ifdesired, some other initial value that is a design choice. Alternately,under the teachings herein as described above, a reserve escrow may alsobe employed so as to reseed an escrow after being won.

The example above is illustrative only and not meant to limit theteachings of this invention.

A method of a house apportionment of a bonus value is used to pay duringplay of a bonus game. FIG. 1 shows a flow diagram for the houseapportionment of the bonus game bonus value. Entry of the bonus game isachieved during play of an underlying game of chance. The method ofhouse apportionment includes steps of awarding the player a portion ofthe bonus value and adding the remainder of the bonus value to at leastone escrow account available to reward the player or subsequent players.The awarding step is based on the bonus game including the step ofknowledge-based playing. The awarding step of the knowledge-based bonusgame includes the step of knowledge-based playing by answering,selecting or guessing the appropriate responses to queries. The step ofknowledge-based playing includes the step of selecting or guessing theappropriate answers to multiple choice questions. The step ofknowledge-based playing by answering, selecting or guessing includes thestep of challenging the player with questions having a common theme. Theknowledge-based playing step of the bonus game includes the step ofasking the player questions the value of which is measured againstsurvey responses. The knowledge-based playing by the step of answering,selecting or guessing includes the step of asking questions of varyingdifficulty.

The step of awarding includes the step of first achieving apredetermined yet random event in the underlying game of chance to beginplay of the bonus game. The expected value of the bonus game is fixedregardless of player proficiency in the bonus game. The awarding step ofthe bonus game happens with the wagering of X units to be eligible forthe bonus game with a frequency f and with the expected return R unitsfor an underlying game without the bonus, and with bonus participation,on average, garnering the expected bonus value of B units and whereinthe step of calculating the house advantage as equal to −[R+fB−X]/X.

The step of adding to the at least one escrow account includes the stepsof dividing into a current escrow account and a reserve escrow account.The step of dividing includes putting a bigger share into the currentescrow account and a smaller share into the reserve escrow account.

The method of house apportionment including the steps of awarding theplayer a portion of the bonus value and adding the remainder of thebonus value to at least one escrow account available to reward theplayer or subsequent players. The step of predetermining the bonus valuepaid by the house follows. The step of awarding the bonus value is witha step of selecting the bonus value randomly. The awarding step includesfixing the expected bonus value of the bonus game regardless of playerproficiency in the bonus game.

The method of house apportionment includes the steps of, awarding theplayer a portion of the bonus value and adding the remainder of thebonus value to at least one escrow account available to reward theplayer or subsequent players. The average bonus value paid by the houseremains constant. Thus the house advantage is fixed regardless of playerproficiency in the bonus game. The steps of awarding and adding will besteps that over time provide a constant house advantage. The steps ofawarding and adding are performed in connection with the step of playinga knowledge-based bonus game. The step of predetermining the bonus valuepaid by the house is followed. The step of determining randomly thebonus value paid by the house is practiced. The step of determining thebonus value paid by the house is predetermined. The step of determinesrandomly the bonus value paid by the house.

A method of playing a casino game has the steps of accepting a wager anddetermining a value. FIG. 2 shows the flow diagram for the houseapportionment for a casino game value. FIG. 3 shows a flow diagram of amethod of house apportionment of a value disclosed for a knowledge-basedgame of the present invention. Then the step of awarding the player aportion of the value. The step of adding a remainder of the value to theat least one escrow account available to reward the player or subsequentplayers is followed. The average value paid by the house remainsconstant and the house advantage is fixed regardless of playerproficiency in the game. The steps of awarding and adding happen whileplaying a knowledge-based game.

What is useful about the described approach is that, from a casino orhouse operator's point of view, every time the bonus round begins, aknown average number of coins are awarded. The credits are awardedeither to the player immediately, to the escrow account (to be dispensedlater), or between the two. Some known average bonus round award, fromthe casino, house or operator's point of view, is distributed, either tothe current player or a players' escrow account. As such, the houseadvantage for the slot machine and knowledge-based bonus game remainspredetermined.

While the knowledge-based game for bonus, jackpot, progressive, orotherwise including the underlying game, has been described withvariations and in connection with at least several particularembodiments, it should be understood that the details given are notmeant to limit the teachings of the invention. In particular, the mannerin which the knowledge-based game may be conducted may vary greatly. Inthe case of knowledge-based questions, the manner in which they areasked can also be varied greatly. The manner in which a player may winthe escrow amount may also be by design choice, as is the fractionaldivision of the award round between immediately awarded to the playerand that saved to escrow to be awarded later. The approach applies toall casino games, and is especially well suited to games wherein theplayer may have a high level of knowledge or skill. In the claims, theconcept includes apportionment of the value via a remainder-fundedescrow or variants thereof.

The invention is claimed as follows:
 1. A gaming apparatus comprising:an input device; a display device; a processor; and a memory devicewhich stores a plurality of instructions, which when executed by theprocessor, cause the processor to operate with the display device andthe input device to: (a) for each of a plurality of plays of a primarygame: (i) randomly generate one of a plurality of different primary gameoutcomes, (ii) display said generated primary game outcome, and (iii)display any award associated with said displayed primary game outcome;and (b) when a bonus triggering event occurs: (i) determine a first partof a constant value, (ii) cause the determined first part of theconstant value to be provided to a first player, (iii) determine asecond part of the constant value, wherein the determined first part ofthe constant value and the determined second part of the constant valueform the constant value, and (iv) cause the determined second part ofthe constant value to fund a designated award.
 2. The gaming apparatusof claim 1, wherein the determined first part of the constant value isthe constant value.
 3. The gaming apparatus of claim 1, wherein thedetermined second part of the constant value is the constant value. 4.The gaming apparatus of claim 1, wherein the designated award is aprogressive award.
 5. The gaming apparatus of claim 1, wherein whenexecuted by the processor when the bonus triggering event occurs, theplurality of instructions cause the processor to cause any determinedsecond part of the constant value to fund a plurality of designatedawards.
 6. The gaming apparatus of claim 1, wherein when executed by theprocessor, the plurality of instructions cause the processor to causethe bonus triggering event to randomly occur in association with thefirst one of the plays of the primary game.
 7. The gaming apparatus ofclaim 1, wherein the bonus triggering event is based on the displayedprimary game outcome.
 8. The gaming apparatus of claim 1, wherein whenexecuted by the processor, the plurality of instructions cause theprocessor to cause said designated award to be provided to a second,different player.
 9. The gaming apparatus of claim 1, wherein whenexecuted by the processor, the plurality of instructions cause theprocessor to cause said designated award to be provided to the firstplayer.
 10. A method of operating a gaming apparatus, said comprising:(a) for each of a plurality of plays of a primary game: (i) causing atleast one processor to execute a plurality of instructions to randomlygenerate one of a plurality of different primary game outcomes, (ii)causing at least one display device to display said generated primarygame outcome, and (iii) causing the at least one display device todisplay any award associated with said displayed primary game outcome;and (b) when a bonus triggering event occurs: (i) causing the at leastone processor to execute the plurality of instructions to determine afirst part of a constant value, (ii) causing the determined first partof the constant value to be provided to a first player, (iii) causingthe at least one processor to execute the plurality of instructions todetermine a second part of the constant value, wherein the determinedfirst part of the constant value and the determined second part of theconstant value form the constant value, and (iv) causing the at leastone processor to execute the plurality of instructions to cause thedetermined second part of the constant value to fund a designated award.11. The method of claim 10, wherein the determined first part of theconstant value is the constant value.
 12. The method of claim 10,wherein the determined second part of the constant value is the constantvalue.
 13. The method of claim 10, wherein the designated award is aprogressive award.
 14. The method of claim 10, which includes causingthe at least one processor to execute the plurality of instructions tocause any determined second part of the constant value to fund aplurality of designated awards.
 15. The method of claim 10, whichincludes causing the at least one processor to execute the plurality ofinstructions to cause the bonus triggering event to randomly occur inassociation with the first one of the plays of the primary game.
 16. Themethod of claim 10, wherein the bonus triggering event is based on thedisplayed primary game outcome.
 17. The method of claim 10, whichincludes causing said designated award to be provided to a second,different player.
 18. The method of claim 10, which includes causingsaid designated award to be provided to the first player.
 19. Anon-transitory computer readable medium including a plurality ofinstructions, which when executed by at least one processor, cause theat least one processor to: (a) for each of a plurality of plays of aprimary game: (i) randomly generate one of a plurality of differentprimary game outcomes, (ii) cause at least one display device to displaysaid generated primary game outcome, and (iii) cause the at least onedisplay device to display any award associated with said displayedprimary game outcome; and (b) when a bonus triggering event occurs: (i)determine a first part of a constant value, (ii) cause the determinedfirst part of the constant value to be provided to a first player, (iii)determine a second part of the constant value, wherein the determinedfirst part of the constant value and the determined second part of theconstant value form the constant value, and (iv) cause the determinedsecond part of the constant value to fund a designated award.
 20. Thenon-transitory computer readable medium of claim 19, wherein thedetermined first part of the constant value is the constant value. 21.The non-transitory computer readable medium of claim 19, wherein thedetermined second part of the constant value is the constant value. 22.The non-transitory computer readable medium of claim 19, wherein thedesignated award is a progressive award.
 23. The non-transitory computerreadable medium of claim 19, wherein when executed by the processor whenthe bonus triggering event occurs, the plurality of instructions causethe processor to cause any determined second part of the constant valueto fund a plurality of designated awards.
 24. The non-transitorycomputer readable medium of claim 19, wherein when executed by theprocessor, the plurality of instructions cause the processor to causethe bonus triggering event to randomly occur in association with thefirst one of the plays of the primary game.
 25. The non-transitorycomputer readable medium of claim 19, wherein the bonus triggering eventis based on the displayed primary game outcome.
 26. The non-transitorycomputer readable medium of claim 19, wherein when executed by theprocessor, the plurality of instructions cause the processor to causesaid designated award to be provided to a second, different player. 27.The non-transitory computer readable medium of claim 19, wherein whenexecuted by the processor, the plurality of instructions cause theprocessor to cause said designated award to be provided to the firstplayer.